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Recapturing 1st Edition Feelings
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<blockquote data-quote="Henry" data-source="post: 1791468" data-attributes="member: 158"><p>Our group occasionally has players who do this; my solution is to give them up to 15 seconds to decide what they are doing. If they do not decide by roughly that amount of time, then I put up my outstretched hand, and start retracting fingers, counting off "five... four... three... two... one." If they do not make START speaking their intended action by that time, they've lost their action that round due to indecision. All it takes is ONE time for a player to lose his action due to indecision to change that event. If one player takes too darned long counting and recounting squares, then peer pressure generally convinces him or her to "lob the fireball" and get on with it, because no one would in a real combat be counting the distance their lobbing the grenade; if they miscalculate, they miscalculate.</p><p></p><p>As for your other changes - they have merit, but it's worth playtesting them a while before committing all your games running that way. My group enjoys the mats and the minis, and considering we only use it once to twice per game, it really doesn't detract from the game; in fact, it's kind of an attraction in and of itself, because the DM usually has something special in mind (terrain situations, etc.) when the minis get used. Last game, we had a combat in and on an Eberron lightning rail; more than one enemy got swept or shot off of the roof of a speeding rail car, through lighting , and down a steep valley, never to be seen again, and there's no end of fun when two PCs fail their balance checks BADLY and almost get lost themselves. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 1791468, member: 158"] Our group occasionally has players who do this; my solution is to give them up to 15 seconds to decide what they are doing. If they do not decide by roughly that amount of time, then I put up my outstretched hand, and start retracting fingers, counting off "five... four... three... two... one." If they do not make START speaking their intended action by that time, they've lost their action that round due to indecision. All it takes is ONE time for a player to lose his action due to indecision to change that event. If one player takes too darned long counting and recounting squares, then peer pressure generally convinces him or her to "lob the fireball" and get on with it, because no one would in a real combat be counting the distance their lobbing the grenade; if they miscalculate, they miscalculate. As for your other changes - they have merit, but it's worth playtesting them a while before committing all your games running that way. My group enjoys the mats and the minis, and considering we only use it once to twice per game, it really doesn't detract from the game; in fact, it's kind of an attraction in and of itself, because the DM usually has something special in mind (terrain situations, etc.) when the minis get used. Last game, we had a combat in and on an Eberron lightning rail; more than one enemy got swept or shot off of the roof of a speeding rail car, through lighting , and down a steep valley, never to be seen again, and there's no end of fun when two PCs fail their balance checks BADLY and almost get lost themselves. :) [/QUOTE]
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